Melty Blood/MBAACC/Powered Ciel/Half Moon

From Mizuumi Wiki
Jump to navigation Jump to search

Character Page Progress

This page is still a work in progress, consider joining as an editor to help expand it. Please update this character's roadmap page when one of the editing goals have been reached.

In Progress To-do
  • Additional Ressources/Players to watch/ask
    • Find additional (potentially untagged?) videos that have useful information
      • Notate & test combos in [video] for inclusion on page
  • Overview/General Gameplan
    • Flesh out Neutral section, potentially linking to a userpage for formatting & readability reasons
  • Move Descriptions:
    • Update combo section to new format(?)


Additional Resource

H-P.Ciel Match Video Database
Melty Bits: H-Powerd Ciel

Notable Players

Name Color Region Common Venues Status Details
ki-
(キー)

PCiel-color28.png

Japan A-cho, KoreWaMelty Inactive
sunohara
(すのはら)

PCiel-color9.png

Japan A-cho, KoreWaMelty Inactive
tatsuya
(たつや)

PCiel-color29.png

Japan Kirisugu Inactive
Umink

PCiel-color23.png

Brazil Netplay Active

Overview

Playstyle
MBAACC p ciel900 08.png H-PCiel is a high risk, high reward zoner with devastating offense.
Pros Cons
  • Easy to play: H-PCiel's gameplan is simple to execute and strong at all levels of play.
  • Zoning: 214[A] controls a huge amount of space, protecting H-PCiel from aggression while also allowing her to approach behind it.
  • Antiairs: Has access to some of the best antiairs in the game in her 623X series, in a game where traditional strong grounded antiairs are uncommon.
  • Damage: Consistently able to reach 5,000-6,000 damage from clean hits.
  • Corner carry: Any clean hit results in fullscreen corner carry.
  • Okizeme: Multiple hard to see left/right okizeme setups, made very threatening to disrespect due to H-PCiel's high damage.
  • Pressure: Multiple sources of meterless plus frames and forward advancing normals.
  • Comboable throw: One of the strongest throws in the game, able to deal upwards of 3,000 damage while generating a full combo worth of meter.
  • Lack of synergy with Half Moon mechanics: Relatively low meter gain and no effective way to regulate meter during pressure or combos, meaning it is difficult to control when she enters Heat.
  • High commitment neutral tools: Many of H-PCiel's strongest tools have either high startup or high recovery.
  • Slow aerial mobility: Somewhat linear approach options due to a weak superjump and short airdash.
  • Easily out-zoned: Zoning tools are often difficult to apply against characters with superior range, and she lacks effective mixups to fall back on in the absence of these tools.
  • Difficulty converting non-ideal hits: Can only convert non-counter aerial hits by either immediately ending with 214A, or attempting very inconsistent j.236AA routes which are often completely impossible depending on height and spacing.
  • High risk okizeme: Cannot meaty with B normals from her strongest setups, making her offense susceptible to wakeup shield.
  • Poor defense: Low HP, no true reversals outside of system mechanics, and unreliable buttons for challenging pressure.
  • High jump startup: PCiel's unique slow jump startup means she cannot jump to escape from Full/Half moon shield counters.

General Gameplan

H-Powered Ciel is an incredibly polarizing character.

On offense, she boasts some of the highest meterless damage in the game, looping directly into a left/right. She can easily steal games off a single touch. Her pressure can easily keep people locked down, and her forward advancing normals make her a permanent threat. In neutral, her lightning and zoning tools can make certain characters' lives hell.

However, on defense, she's one of the weakest characters in the game. As a half moon character, she lacks EX guard, and her DPs are fake. Getting out of the corner without meter can be incredibly difficult, depending on the matchup.

However, if you're willing to deal with her downsides, she's a strong zoner/rushdown hybrid that hits like two trucks.

Note: While H-PCiel is powerful, she has some abysmal matchups. Learning F-PCiel (and perhaps C) to cover these matchups may become necessary.

Neutral

In neutral, leverage your 5B, 5C, and j.214X series to keep opponents out. 5B is disjointed, and can be confirmed on hit relatively easily. 5C is an anti-IAD button. It whiffs crouchers, but has massive range, and is also disjointed.

j.214A/B can be jump/airdash cancelled on block, hit, or whiff. Note that j.214[A/B] cannot be cancelled, and throwing those buttons out is far more of a committment. j.214A jc8~[4] j.C protects your space and keeps opponents out. However, beware, because lightning has high startup, and getting predictable with it means either getting CH out of startup or a dash under punish. Against most characters, lightning will be your best friend in neutral, and you can use it to claim and gain space in neutral.

Against certain characters (Nero, C-Roa, Hime), zoning will not be an option. In these cases, you need to get in at roundstart and run your mix. You *can* try to dashblock 2C against Hime, but those matchups will require far more patience and quick reactions than your other matchups.

Pressure

H-PCiel's pressure is strong, but has a few notable weaknesses. While she has many forward advancing normals, she only has 3 lows: 5A, 2A, and 2C. Save her 2A for rebeats, as 5A6AA stagger pressure will be one of your main tools in opening people up.

214[A] is plus. 214[B] is overwhelmingly plus. 5A6AA, 6B, and 5C are all forward advancing. Careful use of these buttons, along with careful rebeat management, can lock your opponent in the corner while ensuring any hit still reaps massive damage.

214A is -2, so be careful about spacing when you use it! Opponents *can* mash after, but (slight delay) 1C will both block any hits if you happen to be close enough for an actual punish while allowing you to combo off on hit.

Be careful about using lightning resets! It can be shielded on reaction, and certain characters (F-Ries, H-Nanaya, C-Arc, Satsuki, for example) can punish predictable lightning resets with meter. While they're safe, they also prorate terribly on hit. Mixing up your options and getting your opponent to flinch is necessary if you want to *actually* open people up instead of just keeping them in the corner.

The core of H-PCiel corner pressure is this: If an opponent whiffs a button, you can easily catch it with 2C and kill them. If an opponent doesn't try and escape, they become incredibly weak to throw. If an opponent *does* try and escape, vertical lightning can keep them confined to the corner. Any mistake on an opponent's part can and should either lead into 5k and a left/right or, off throw, high 3k and a left/right.

If your opponent is dashing out of your mix, your anti-backdash OS is 5A 5B or 5A 2B. 5A 2C is *okay*, but it's hard to confirm and leaves you in an awkward situation, as your hitconfirm will whiff if your opponent blocks.


Okizeme

H-PCiel's okizeme is deadly, and revolves around a simple wallbounce left/right.

Some notes on your ender:

(2C) (5B) 4C 3C 214A is the *only* string that can lead to a left/right, and whether or not they're in or out depends on delay on 5B/4C and backwalk after 236[A].

2C 3C 2A(w) 3C 214A will always leave them outside the corner.

Anything with 5C will leave them in the corner. (2C 5C 4C 3C 214A is your damage ender).

Either safejump j.C (which can beat DP and OS for heat) or 623A into a meaty A/B normal to run the actual left/right. Safejump j.C beats DP and can easily heat OS with either 2A 5B+D or 2A 4A+B, but loses to EX shield. 623A into meaty A/B is harder to see, but you have to choose between OSing for heat and being shield/DP safe.

If you're struggling with making it invisible, go into training mode and do the left/right, and hold [9] after the 214A. If you can't tell what side you're on, good! Now work on controlling which side you land on while maintaining that invisible l/r.

If you're struggling to open people up, you can pretty easily throw out of the l/r setup. If you can hit it consistently for high damage, people will stop looking for throw and start trying to block. Also, remember to change between safejump j.C and 623A meaty - keeping to one makes it easier to see, *and* easier to counter.

Defense

Defense is one of the worst places for any PCiel player to be. However, you have a few options to help you not be entirely hosed.

623A is fast and disjointed. You can jump cancel it afterwards to be safe, and it is your equivalent of rising j.A.

623B is slow, but will beat your opponent jumping around going "please whiff 2C".

623C is fast and disjointed. Use this to get out of pressure, but *do not do it on wakeup.* It is NOT a true reversal, and you WILL get meaty'd, lose the interaction, and be out 100 meter. PCiel's DPs are far better for calling gaps than as a wakeup option, and gambling on this and guessing wrong will likely leave you in the corner out 3-4k HP and without any meter to do anything else.

Half Moon bunker is always a solid option.

2C mash is strong, but dangerous. If your opponent IADs or simply backs off long enough for you to whiff? You die. Use this carefully.

Combos

Combo Notation Help
Disclaimer: Combos are written by various writers, so the actual notation used in pages can differ from the standard one.

For more information, see Glossary and Controls.

X > Y X input is cancelled into Y.
X > delay Y Must wait for a short period before cancelling X input into Y.
X, Y X input is linked into Y, meaning Y is done after X's recovery period.
X+Y Buttons X and Y must be input simultaneously.
X/Y Either the X or Y input can be used.
X~Y This notation has two meanings.
  1. Use attack X with Y follow-up input.
  2. Input X then within a few frames, input Y. Usually used for option selects.
X(w) X input must not hit the opponent (Whiff).
j.X X input is done in the air, implies a jump/jump cancel if the previous move was done from the ground.

Applies to all air chain sections:

  • Assume a forward jump cancel if no direction is given.
  • Air chains such as j.A > j.B > j.C can be shortened to j.ABC.
sj.X X input is done after a super jump. Notated as sj8.X and sj9.X for neutral and forward super jumps respectively.
dj.X X input is done after a double jump.
sdj.X X input is done after a double super jump.
tk.X Stands for Tiger Knee. X motion must be buffered before jumping, inputting the move as close to the ground as possible. (ex. tk.236A)
(X) X is optional. Typically the combo will be easier if omitted.
[X] Input X is held down. Also referred to as Blowback Edge (BE). Depending on the character, this can indicate that this button is held down and not released until indicated by the release notation.
]X[ Input X is released. Will only appear if a button is previously held down. This type of input is referred to as Negative Edge.
{X} Button X should only be held down briefly to get a partially charged version instead of the fully charged one.
X(N) Attack "X" should only hit N times.
(XYZ)xN XYZ string must be performed N times. Combos using this notation are usually referred to as loops.
(XYZ^) A pre-existing combo labelled XYZ is inserted here for shortening purposes.
CH The first attack must be a Counter Hit.
Air CH The first attack must be a Counter Hit on an airborne opponent.
66 Performs a ground forward dash.
j.66 Performs an aerial forward dash, used as a cancel for certain characters' air strings.
IAD/IABD Performs an Instant AirDash.
AT Performs an Air Throw. (j.6/4A+D)
IH Performs an Initiative Heat.
AD Performs an Arc Drive.
AAD Performs an Another Arc Drive.

Normal Combos

H-PCiel combos have a character specific delay between the 2C and 5C/4C (this is j.B 2C (delay) 5C 6B or 2C (delay) 4C/5C 6B). For most characters, the delay is intuitive; if you whiff the 6B, delay your 5C more. However, for certain characters, you'll need to make a few adjustments. On Kouma, you'll want extra gravity, which means you may want to do the "midscreen" combo even off a corner hit, as it is more stable.

Ryougi, however, is particularly difficult. Her delay is neither intuitive nor similar to *any* other member of the cast. If you're struggling to combo her, this is what the combo looks like: https://www.youtube.com/watch?v=hCncaI9G-js Alternatively: Midscreen, substitute 2B or 2C 5A(w)6AA for 2C 5C. In the corner, run your midscreen combo, skipping the first 6B, or get as much gravity as you can.

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5B > 2B > 5C > (6B) > 2C > 3C > jc9 delay j.B, land 2C delay 5C > 6B > 236[A](2nd hit), 2C (> 5C) > 4C > 3C > 214A
5904
Meter Gained: 61.6 Meter Given (vs C-Moon): 26.4 (Video)
Damaging version of below combo, still coming with excellent corner carry. Do the first 2C as soon as possible after 6B or they will get knocked way out of range. As well, delay the second 5C a little after 2C so 6B can connect; otherwise all notes on the previous combo still apply. If they would wallslam off the 6B, omit it. For an easier variant, substitute 2B for 2C 5C.
Normal starter, grounded opponent
  • 5B > 2B > 5C > 236B~C, 2C > 3C > jc9 delay j.B, land 2C > 5A(w)6AA > delay 6B > 236[A](2nd hit), 2C (> 5C) > 4C > 3C > 214A
4878


Meter Gained: 70 Meter Given (vs C-Moon): 30
Confirm from 2AA, j.B/C or ground throw. Provides more meter gain than above combo. Guaranteed to carry your opponent to the corner from anywhere. You have to tap C quickly after 236B in order to have it connect, but not too soon or you'll miss the timing. The first 3C may need to be delayed a bit after 2C in order for j.B to hit; j.B itself needs to be pressed a little after Ciel reaches maximum jump height and starts coming down. Make sure to hit the enemy as soon as you can with 6B while they're floating down, as the first hit of 236[A] has to whiff and will hit if they're too low to the ground. The combo ends in a hard knockdown and if you simply do 2C > 4C > 3C > 214A at the end, it allows you to go for a 4/6 mixup close to the corner.

Corner Combos

Condition Notation Damage
vs V.Sion
Notes
Normal starter, grounded opponent
  • 5B > 2B > 2C delay 5C > 6B > 236[A](2nd hit), 2C delay 5C > 6B > 236[A](2nd hit), 2C (> 5C) > 4C > 3C > 214A
6022
Meter Gained: 63 Meter Given (vs C-Moon): 27 (Video)
(Video omits second 5C)

Powerful corner combo, confirm from 2AA, j.B/C or ground throw. Second 5C needs to be delayed a fraction for the second 6B to connect; if you can't get the timing down, try to just go straight to 6B from 2C, but it will whiff on some characters. On a 2AA confirm, 2B may whiff if your 2AA was hit further away or if it was staggered slightly.

KOUMA NOTE: Because Kouma's hitbox is a jerk, the first 6B very often whiffs him entirely even if you delay the 5C as much as you can. To remedy this, get in as many 2A/5As in as you can before beginning the combo so gravity pulls him down fast enough to be hit. The next 6B can also be rather problematic. If this is frustrating, just work on some 6B-less combos for him. The midscreen BnBs will still work fine.
Normal starter, grounded opponent
  • 5B > 2B > 5C > 2C delay 4C > 6B > 236[A](2nd hit), 2C > 5C > 6B > 236[A](2nd hit), 2C (> 5C) > 4C > 3C > 214A
6313


Meter Gained: 66.5 Meter Given (vs C-Moon): 28.5
Optimized variant of above combo. All notes from above combo apply. Provides slightly more gravity due to extra hit, so doing this off 2AA is better on problem characters (Kouma, Ryougi)
Normal starter, grounded opponent
  • 5B > 2B > 2C delay 5C > 6B > 236[A](2nd hit), 2C > 5C > 6B > 236[A](2nd hit), 2C > 5C (> 4C) > 3C > jc8 AT > j.236AA, 236BB
  • (Alternative Ender) ...AT > j.214A/j.236B/j.236C
???


Meter Gained:  ??? Meter Given (vs C-Moon): ???
Slight variation of the above combo, ending in another strong corner knockdown if you finish with j.236AA, 236BB. Mixup possible off of air throwing toward midscreen -> j214A ender due to retaining air movement after j.214A. Ending with 214A is generally a better idea, but if you really want to squeeze out the most damage and possibly end the round, press 8 to super jump cancel the last 3C and hit j.C > j.236B/C.

Move Descriptions

Frame Data Help
Header Tooltip
Move Box Colors

Light gray = Collision Box (A move lacking one means it can go through the opponent's own collision box).
Green: Hurt Boxes.
Red: Hit(/Grab) Boxes.
Yellow: Clash Boxes (When an active hitbox strikes a clash box, the active hitbox stops being active. Multi-hit attacks can beat clash since they will still progress to the next hitbox.)
Magenta: Projectile-reflecting boxes OR Non-hit attack trigger boxes (usually).
Blue: Reflectable Projectile Boxes.

Damage Base damage done by this attack.

(X) denotes combined and scaled damage tested against standing V. Sion.

Red Damage Damage done to the recoverable red health bar by this attack. The values are inherently scaled and tested against standing V. Sion.

(X) denotes combined damage.

Proration The correction value set by this attack and the way it modifies the scaling during a string. See this page for more details.

X% (O) means X% Overrides the previous correction value in a combo if X is of a lower percentage.
X% (M) means the current correction value in a combo will be Multiplied by X%. This can also be referred to as relative proration.

Circuit Meter gained by this attack on hit.

(X%) denotes combined meter gain.
-X% denotes a meter cost.

Cancel Actions this move can be cancelled into.

SE = Self cancelable.
N = Normal cancelable.
SP = Special cancelable.
CH = Cancelable into the next part of the same attack (Chain in case of specials).
EX = EX cancelable.
J = Jump cancelable.
(X) = Cancelable only on hit.
-X- = Cancelable on whiff.

Guard The way this move must be blocked.

L = Can block crouching
H = Can block standing.
A = Can block in the air.
U = Unblockable.

Startup Amount of frames that must pass prior to reaching the active frames. Also referred to as "True Startup".
Active The amount of frames that this move will have a hitbox.

(x) denotes frame gaps where there are no hitboxes is present. Due to varied blockstuns, (x) frames are difficult to use to determine punish windows. Generally the larger the numbers, the more time you have to punish.
X denotes active frames with a duration separate from its origin move's frame data, such as projectile attacks. In this case, the total length of the move is startup+recovery only.

Recovery Frames that this move has after the active frames if not canceled. The character goes into one frame where they can block but not act afterwards, which is not counted here.
Advantage The difference in frames where you can act before your opponent when this move is blocked (assuming the move isn't canceled and the first active frame is blocked).

If the opponent uses a move with startup that is at least 2 frames less than this move's negative advantage, it will result in the opponent hitting that move.
±x~±y denotes a range of possible advantages.

Invul Lists any defensive properties this move has.

X y~z denotes X property happening between the y to z frames of the animations. If no frames are noted, it means the invincibility lasts through the entire move.

Invicibility:

Strike = Strike invincible.
Throw = Throw invincible.

Hurtbox-Based Properties:

Full = No hurtboxes are present.
High = Upper body lacks a hurtbox.
Low = Lower body lacks a hurtbox.

Miscellaneous Properties

Clash = Frames in which clash boxes are active.
Reflect = Frames in which projectile-reflecting boxes are active.
Super Armor = Frames in which the character can take hits without going into hit stun.

Normal Moves

Standing Normals

5A
5A
5A~6A~6A
HPCiel-5A.png
HPCiel-5A6A-1.png
HPCiel-5A6AA.png
5A Damage Red Damage Proration Cancel Guard
350 144 72% (O) -SE-, -N-, -SP-, -CH-, -EX-, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
5 2 11 -1 2.45% -

Ciel does a quick kick to the shin. Nothing really remarkable about this normal aside form the fact that it deceptively hits low. You'll only be using this move in combos that you perform with the intent of maxing your meter gain, and even then you'll be whiffing it (5A(w)6AA).

5A~6A Damage Red Damage Proration Cancel Guard
600 384 80% (M) N, SP, -CH-, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
7 4 19 -8 4.2% -

Ciel follows up with a quick reverse roundhouse. Despite it having two hitboxes, this move only hits once.

5A~6A~6A Damage Red Damage Proration Cancel Guard
1000 768 60% (O) (N), SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 4 18 -4 7.0% -

Ciel finishes her target combo by ramming the butt of her pile bunker into the opponent, knocking them up slightly into the air. Like with all Half-moon 5A6AA enders, this move has a resonably long untech time, allowing for many follow-ups after the opponent has fallen a bit after the hit.

5B
Cpciel5b.png
Damage Red Damage Proration Cancel Guard
600 384 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 3 17 -5 3.5% -

Ciel slashes in front of her with a knife. Look at that hitbox. Just look at it. This is by far one of your best buttons, and you should be hitting it often in matches.

5C
Cpciel5c.png
Damage Red Damage Proration Cancel Guard
1000 672 70% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
13 3 24 -9 3.5% -

Ciel swipes in front of her with her pile bunker. Amazing long-range poke. As P.Ciel, you're going to love this move and hate it to death at the same time. This move will catch IADs like no other, more often than not netting you some pretty damaging air counterhit combos; however, at long distances where it would normally hit the opponent, it will whiff on them if they're crouching. Let that sink in for a moment. It is worth noting that even at max range, this move will always combo into 236B~C, making it one of the fastest and easiest ways to guarantee a knockdown in the game.

Crouching Normals

2A
Cpciel2a.png
Damage Red Damage Proration Cancel Guard
300 96 72% (O) SE, N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 8 0 1.4% -

Ciel does a quick jab straight forward with a knife while crouching. Aside from the fact that it hits low, this is a pretty bad move.

2B
Cpciel2b.png
Damage Red Damage Proration Cancel Guard
700 432 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
8 4 17 -6 4.2% -

Ciel slashes the floor in front of her. The range on it isn't as amazing as 5B's, but it stays out for a bit longer.

2C
HPCiel-2C.png
Damage Red Damage Proration Cancel Guard
800 288 65% (O) N, SP, EX, (J) L
First Active Active Recovery Frame Adv Circuit Invuln
6 4 28 -14 3.5% -

Ciel sticks both her legs forward, sweeping the opponent off their feet. Knocks down. Very standard fare for a sweep move, and H-P.Ciel has amazing ways to capitalize off of it. At midscreen, any stray 2C hits lead into 3C j.B 2C (...) combos, and in the corner they lead directly into the 236[A] loop, both of which lead into a guaranteed knockdown and a hefty amount of damage.

Jumping Normals

Notes:

  • P.Ciel's air normals cannot be canceled into other air normals, double jump, air dashes or air throw. They can still be Special/EX canceled on block, however.
  • j.A does not recover in midair, P.Ciel must land before recovering if j.A isn't canceled.
j.A
Cpcielja.png
Damage Red Damage Proration Cancel Guard
300 96 75% (O) SP, EX LHA
First Active Active Recovery Frame Adv Circuit Invuln
6 4 - - 1.4% -

Ciel stabs in front of her with her knife. This move has very few uses; 623A stands in in place of Melty's generic rising j.A antiair, and without the cancel options common to j.A's, it's hard to justify using this button. If you *need* a hitbox in front of you faster than j.B or j.C can provide, use this - then, between games, rethink your decisions, because you likely made a mistake that forced you into this situation.

j.B
HPCiel-j.B.png
Damage Red Damage Proration Cancel Guard
500 384 90% (M) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
8 6 - - 3.5% -

Ciel kicks downwards at an angle. Causes a ground bounce if it hits airborne targets. This move is extremely good as a jump-in, and is a crucial part of your midscreen corner carry combos. Get the timing on those delayed j.Bs down ASAP - you're going to need them. This move will beat any 5A, including C/F-Satsuki's, if spaced right.

j.C
Cpcieljc.png
Damage Red Damage Proration Cancel Guard
1000 672 90% (O) SP, EX HA
First Active Active Recovery Frame Adv Circuit Invuln
10 5 - - 4.9% -

Ciel does a split-kick in the air. This move can cross up. There, that's out of the way. You are going to love this move to death - it's an amazing air-to-air, with a pretty good hitbox and decent start-up and active frames. Crossing up with this move is relatively easy. Do not use this move as a jump-in unless you're trying to hit with the cross up hitbox, as it doesn't cover between your legs, and any character with a decent 5A will just antiair 5A you for free. This move has a deceptively long range, and you might score CHs with this while not expecting to.

Command Normals

6B
HPCiel-6B.png
Damage Red Damage Proration Cancel Guard
500 288 75% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 4 22 -8 2.8% -

Ciel performs a step-kick straight to the opponent's chest. Causes a wallslam on hit. A core part of H-P.Ciel's 236[A] loop. You need to get this move's hitbox down perfectly if you want to land them. Its vertical reach is far from spectacular, so you'll have to delay it almost always.

3C
HPCiel-3C.png
Damage Red Damage Proration Cancel Guard
1000 672 65% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
11 2 35 -19 3.5% Low 11-24

With the pile bunker as a fulcrum, Ciel performs a somersault kick. Launches on hit. Can be superjump-cancelled on hit by holding 8 as the move connects. Frames 11 through 24 have lower-body invulnerability. A surprisingly good anti-air if you can predict your opponent's directly vertical approach. You will very rarely use this move outside of combos.

4C
Cpciel4c.png
Damage Red Damage Proration Cancel Guard
800 672 80% (O) N, SP, EX, (J) LH
First Active Active Recovery Frame Adv Circuit Invuln
12 3 23 -8 3.5% -

Ciel slashes upwards with her knife. Launches on hit (though not nearly as high as 3C). Same as 3C - this move can work as a psychic anti-air; otherwise, you'll only be using it in combos.

Universal Mechanics

Ground Throw
MBCPCielThrow.png
Damage Red Damage Proration Cancel Guard
600 384 30% (Any) U
First Active Active Recovery Frame Adv Circuit Invuln
3 1 20 - 4.2% -

A ground throw that gives no knockdown but acts as a combo starter, much like Miyako's.

Air Throw
Air Throw
j.6/4A+D
MBCPCielThrowAir.png
Damage Red Damage Proration Cancel Guard
1600 (1408, Raw)
1200
1013 30% (Any if Raw)
(SP, EX)
U
First Active Active Recovery Frame Adv Circuit Invuln
2 1 12 - 11.2% (Raw)
8.4%
-

P.Ciel launches the opponent upwards. Hard knockdown if done raw, Air techable but special/EX cancelable if done in a combo.

Shield Counter
Shield Counter
Auto after a successful Shield (Air OK)
MBHPCielSC.png
MBHPCielSCLow.png
MBHPCielSCAir.png
Standing Damage Red Damage Proration Cancel Guard
500 (345) 198 50% (SP), (EX), (J) LHA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 3.5% -

Same animation as F-Moon 5B.

Crouching Damage Red Damage Proration Cancel Guard
1500 (1117) 714 50% (SP), (EX) LA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 18 -4 10.5% -

Same animation as F-Moon 2B.

Aerial Damage Red Damage Proration Cancel Guard
500 (345) 198 50% - HA
First Active Active Recovery Frame Adv Circuit Invuln
9 4 - - 3.5% -

Same animation as F-Moon j.6C.

Shield Bunker
Shield Bunker
214D in neutral or blockstun
MBCPCiel214D.png
MBHPCiel214D.png
Neutral Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 4 19 -5 0.0% Clash 1-10
(Clash) Damage Red Damage Proration Cancel Guard
500 192 50% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
8 4 19 -5 0.0% Strike 1-7

Performs her 5B as a shield bunker.

Blockstun Damage Red Damage Proration Cancel Guard
0 0 100% - LHA
First Active Active Recovery Frame Adv Circuit Invuln
19 3 22 -7 -100.0% -

H-Moon specific reversal bunker.

Circuit Spark
Circuit Spark
In Heat:
Auto during hitstun
A+B+C during blockstun
MBCPCielCSpark.png
MBCPCielCSparkAir.png
Ground Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
11 10 20 - removes all Full 1-39
Air Damage Red Damage Proration Cancel Guard
100 0 100% - U
First Active Active Recovery Frame Adv Circuit Invuln
12 10 15 - removes all Strike 1-30

Universal burst mechanic. Unlike Crescent/Full Heat activation, the hitbox and frame data doesn't vary between characters. However, you can be thrown out of this move if you input it in the air.

Special Moves

Grounded Specials

236X
Rapid Stake
236A/[A]/B/C
(236B~A/B/C)
Cpciel236a-1.png
Fpciel-3C.png
A
A
MBCPCiel236XA.png
[A]
[A]
Cpciel236b-1.png
Cpciel236b-2.png
~A
~A
Cpciel236b-3.png
~B
~B
Fpciel-3C.png
~C
~C
Cpciel236c.png
A Damage Red Damage Proration Cancel Guard
800*2 (1575) (945) 100%, 50% (M) - LH
First Active Active Recovery Frame Adv Circuit Invuln
12 3 (8) 3 34 -19 4.9%*2 (9.8%) Low 23-37

Ciel lunges forward with her pile bunker, ramming it into the opponent; then, she performs a somersault kick akin to 3C. Both hits hit mid. Second hit can be charged (see 236[A]). Second hit launches on hit. Second hit causes a much longer untech time when it hits grounded opponents (they can only airtech at Ciel's head level if they're hit on the ground, otherwise they can airtech at the apex of the ascent).

On its own accord, this move isn't that spectacular. However, keep in mind that you can combo into this off of 5C, regardless of distance. If you're not sure about what combo you should do, simply default to this. It's not spectacular by any means, but at least it's something.

[A] Damage Red Damage Proration Cancel Guard
800, 1100 (1865) (1410) 100%, 70% (?) - LH, H
First Active Active Recovery Frame Adv Circuit Invuln
12 3 (19) 4 29 -35, -15 4.9%, 8.4% (13.3%) Low 34-55

Ciel does the same somersault kick, but more fiercely. Hits overhead. Causes an untechable launch on hit.

The key move to the 236[A] loop (hence why it's named as such). The untechable launch caused by this move happens regardless of the opponent's current state, and since it has amazing scaling to it, you don't need to be afraid of using this move repeatedly in your combos. This move by itself will raise your combos' damage outputs from ~3.5k to close to 6k.

B Damage Red Damage Proration Cancel Guard
- - - -CH- -
First Active Active Recovery Frame Adv Circuit Invuln
- - 46 - 6 Clash 6-20

Ciel lunges forward with her pile bunker. Has a clash box during its "active" frames. Pressing A, B or C at any point during the lunge performs a follow-up attack. Does NOT have a hitbox of its own at any point in time.

You will be using this a lot in a few match-ups, and not as much in others. The clash frames help to close the gap against characters that H-PCiel has a hard time getting in on (Nero's MANTIS LEG comes up as an example), however keep in mind that the opponent can hit Ciel around the clash box. This is a really strong tool, but be careful not to use it wrongly - it may cost you the round, if not the entire match.

~A Damage Red Damage Proration Cancel Guard
1200 960 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
23 4 30 -16 8.4% -

Ciel stops dead in her tracks, readies her pile bunker then extends the spike on it whilst aiming straight forward. Hits mid. Causes a wallslam on hit.

This move deals an absolutely insane amount of guard damage (12.5% at blue, 35% at red) and, whilst it may not seem like it, it is surprisingly safe on block. As such, it's not a bad idea to throw this out randomly during pressure every now and then.

~B Damage Red Damage Proration Cancel Guard
1500 960 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
19 6 39 -27 7.0% -

Ciel stops dead in her tracks, readies her pile bunker then extends the spike on it at a 45º angle. Hits mid. Blows the opponent away on hit. Forces an untechable knockdown on hit.

This move, just like 236B~A, deals a large amount of guard damage; however, unlike 236B~A, it is horribly unsafe on block; as such, it can't be used as a gimmick like 236B~A can.

~C Damage Red Damage Proration Cancel Guard
700 480 70% (M)/65% (O)* - LH*
First Active Active Recovery Frame Adv Circuit Invuln
9 4 30 -15 3.5% Low 9-24

Ciel pivots herself on her pile bunker mid-dash and performs a somersault kick on the spot. Hitbox is identical to 236A's. Causes an untechable launch on hit against grounded opponents (against airborne opponents, functions exactly like 236A).

This is your fullscreen punish. You can easily react to an opponent's slow start-up moves (even if airborne) and do this to punish them, netting a large chunk of damage (especially if it lands a counterhit). Like 236A, if you input 236B~C fast enough, you can combo into it off of any 5C hit - use this to your advantage to convert those max range 5C pokes into a full combo, possibly even a 236[A] loop.

EX Damage Red Damage Proration Cancel Guard
250*10, 1400 (3106) (1303) 100% - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+3 36 27 0 -100.0% -

Ciel charges forward with her pile bunker, hitting the opponent repeatedly. If the final hit of the charge connects, she then extends the spike on the pile bunker, ramming the opponent into the wall. Last hit causes a wallslam.

This is Ciel's most damaging super, Arc Drive non-withstanding. However, it's still a pretty bad super. It's 236A without the damage and 236B without the follow-ups, all in one move. Save your meter for something else.

623X
Shaft Drive
623A/B/C
(623A~X)
Cpciel623a.png
HPCiel-623AX+j.236AX-1.png
623A~X followup
623A~X followup
MBCPCiel623B.png
Cpciel623c.png
A Damage Red Damage Proration Cancel Guard
500*3 (1336) (866) 100% -CH-, -J- LH (1), LHA (2-3)
First Active Active Recovery Frame Adv Circuit Invuln
5 11 19 - 3.5%, 1.4%*2 (6.3%) -
~X Damage Red Damage Proration Cancel Guard
350*N 192*N 90% (M), 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 X 15 -4 1.4%*N -

A DP. Cancellable into a divekick. PCiel's equivalent of rising j.A, as she can't whiff cancel j.A. Usable to escape pressure, as an *okay* antiair, and as a movement tool in neutral.

B Damage Red Damage Proration Cancel Guard
500, 1500, 110*4, 1000 (2318) (1562) 100%, 40% (O) - LH (1), LHA
First Active Active Recovery Frame Adv Circuit Invuln
11 14 27 - 3.5%, 10.5%, 7.0% (21.0%) -

An uppercut that goes way, way higher than the A version. Slow, but far larger than 623A. If grounded approaches are impossible, try doing this into a jump cancel.

EX Damage Red Damage Proration Cancel Guard
1500, 250*6, 1000 (2489) (1613) 100%, 40% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
1+0 10 (~40) - -100.0% Full 1

EX version is fully air unblockable. This can be jump cancelled *anywhere*, and doing late jump cancels off this is one of the first options you should do when you use this button. Do not use this button on wakeup. It is not real, and you *will* get meaty'd and lose.

214X
MBHPCiel214A.png
MBHPCiel214B.png
MBCPCiel214C.png
No lightning sprites due to a framedisplay bug.
No lightning sprites due to a framedisplay bug.
A Damage Red Damage Proration Cancel Guard
300*10 (1434) (1148) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 10 13 -2 0.49%*10 (4.9%) -
[A] Damage Red Damage Proration Cancel Guard
300*12 (1635) (1308) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
30 3 (2) 4 (1) 4 (1) 4 (1) 4 (1) 4 52 17 0.49%*12 (5.88%) -

P.Ciel summons a forward-moving series of lightning strikes. Charged version reaches much further and recovers before active frames end.

B Damage Red Damage Proration Cancel Guard
300*11 (1537) (736) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
24 23 1 11 0.7%*11 (7.7%) -
[B] Damage Red Damage Proration Cancel Guard
300*15 (1901) (910) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
29 31 52 19 0.7%*11 (10.5%) -

Summons lightning strikes in a circle motion far away from P.Ciel. Charged version is closer to P.Ciel and lasts longer.

EX Damage Red Damage Proration Cancel Guard
450*10 (2151) (1842) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+18 40 6+54 20 -100.0% -

H-P.Ciel shares the same 214C as Crescent. Horizontal lingering lightning.

Aerial Specials

j.236X
Shaft Drive (Air)
j.236A/B/C
(j.236A~X)
Cpcielj236a.png
HPCiel-623AX+j.236AX-1.png
j.236A~X followup
j.236A~X followup
Cpcielj236b.png
B/EX
B/EX
A Damage Red Damage Proration Cancel Guard
500*2 (925) (533) 100% -CH- LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 6 12 - 1.4%*2 (2.8%) -
~X Damage Red Damage Proration Cancel Guard
350*N 192*N 90% (M), 70% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 X 15 -4 1.4%*N -
B Damage Red Damage Proration Cancel Guard
1500, 110*4, 1000 (2061) (1334) 100%, 40% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
10 5 12 - 10.5%, 7.0% (17.5%) -
EX Damage Red Damage Proration Cancel Guard
1500, 250*9, 1000 (2674) (1719) 100%, 40% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
1+2 5 12 - -100.0% -

Aerial version of H-P.Ciel's DP. Does not retain her air options afterwards.

j.214X
MBHPCielj214A.png
MBHPCielj214B.png
MBCPCielj214C.png
A Damage Red Damage Proration Cancel Guard
300*10 (1434) (1148) 50% (O) -N-, -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
26 10 14 - 0.49%*10 (4.9%) -
[A] Damage Red Damage Proration Cancel Guard
300*12 (1635) (1308) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
36 3 (2) 4 (1) 4 (1) 4 (1) 4 (1) 4 9 - 0.49%*12 (5.88%) -
B Damage Red Damage Proration Cancel Guard
300*11 (1537) (736) 50% (O) -N-, -J- LHA
First Active Active Recovery Frame Adv Circuit Invuln
25 23 1 - 0.7%*11 (7.7%) -
[B] Damage Red Damage Proration Cancel Guard
300*15 (1901) (910) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
35 31 9 - 0.7%*11 (10.5%) -
EX Damage Red Damage Proration Cancel Guard
450*10 (2151) (1842) 50% (O) - LHA
First Active Active Recovery Frame Adv Circuit Invuln
6+18 40 12 - -100.0% -

Air lightnings. Uncharged non-EX versions are cancellable into air normals, jump and airdash.


Arc Drive

HPCiel-arcDrive.png
Damage Red Damage Proration Cancel Guard
700, 400*16, 2700 (3526) (2632) 50% (O) - LH
First Active Active Recovery Frame Adv Circuit Invuln
3+10 18 27 -12 removes all Full 1-30

P.Ciel rushes in with her pilebunker. On hit, this finishes with a 236B~A-like attack that knocks the opponent down but leaves you very far from them no matter where on the screen you perform this move.


MBAACC Navigation

General
FAQ
Advanced
AokoCrescentHalfFull
TohnoCrescentHalfFull
HimeCrescentHalfFull
NanayaCrescentHalfFull
KoumaCrescentHalfFull
MiyakoCrescentHalfFull
CielCrescentHalfFull
SionCrescentHalfFull
RiesbyfeCrescentHalfFull
V.SionCrescentHalfFull
WarachiaCrescentHalfFull
RoaCrescentHalfFull
MaidsCrescentHalfFull
AkihaCrescentHalfFull
ArcueidCrescentHalfFull
Powered CielCrescentHalfFull
Red ArcueidCrescentHalfFull
V.AkihaCrescentHalfFull
Mech-HisuiCrescentHalfFull
SeifukuCrescentHalfFull
SatsukiCrescentHalfFull
LenCrescentHalfFull
RyougiCrescentHalfFull
White LenCrescentHalfFull
NeroCrescentHalfFull
NACCrescentHalfFull
Koha-MechCrescentHalfFull
HisuiCrescentHalfFull
Neco-ArcCrescentHalfFull
KohakuCrescentHalfFull
Neco-MechCrescentHalfFull